# This is a simplified Verse script showing the logic behind the device settings. # In UEFN, item_spawner_device and trigger_device are the real device types # you reference in Verse. You bind them as properties on a creative_device # subclass and wire them up in the UEFN editor. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # creative_device is the base class for all placeable Verse devices in UEFN. loot_goblin_manager := class(creative_device): # Drag your Item Spawner device onto this property in the UEFN Details panel. # item_spawner_device is the real Verse type for the Item Spawner device. @editable My_Loot_Spawner : item_spawner_device = item_spawner_device{} # Drag your Trigger device onto this property in the UEFN Details panel. # trigger_device is the real Verse type for the Trigger Volume device. @editable My_Trigger : trigger_device = trigger_device{} # OnBegin runs automatically when the game session starts. # This matches "Enabled At Game Start = No" on the spawner — # we disable it here so it doesn't fire immediately. OnBegin() : void = My_Loot_Spawner.Disable() # Subscribe to the trigger's overlap event. # TriggeredEvent fires when a player enters the Trigger Volume. # This is the Verse equivalent of "On Begin Overlap → Send On Channel 1". My_Trigger.TriggeredEvent.Subscribe(OnTriggerActivated) # This function runs each time the trigger fires. # The agent parameter is the player who entered the volume. OnTriggerActivated(Agent : ?agent) : void = # Wake the spawner up — equivalent to the spawner # receiving a signal on Channel 1. My_Loot_Spawner.Enable() # Spawn one copy of whatever item is configured in the # spawner's Item List in the UEFN Details panel. My_Loot_Spawner.SpawnItem() # Immediately disable the spawner so it acts as a # one-time drop (Items Respawn = Off equivalent). My_Loot_Spawner.Disable()